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use {
crate::{
color::{IntoLinear, Linear},
frame::Frame,
handles::*,
instance::Instance,
mesh::Mesh,
pipeline::Pipeline,
r#loop::Error,
render::Resources,
shader::{self, Shader},
shader_data::Ambient,
vertex::{ColorVertex, FlatVertex, TextureVertex, Vertex},
},
std::marker::PhantomData,
wgpu::{Queue, RenderPass},
};
/// The frame layer. Can be created from a [`Frame`] instance.
#[must_use]
pub struct Layer<'l, V, T> {
pass: RenderPass<'l>,
size: (u32, u32),
queue: &'l Queue,
resources: &'l Resources,
instance: Option<&'l Instance>,
ambient: &'l Ambient,
drawn_in_frame: &'l mut bool,
vertex_type: PhantomData<(V, T)>,
}
impl<'l, V, T> Layer<'l, V, T>
where
V: Vertex,
{
pub(crate) fn new(
pass: RenderPass<'l>,
size: (u32, u32),
queue: &'l Queue,
resources: &'l Resources,
ambient: &'l Ambient,
drawn_in_frame: &'l mut bool,
) -> Self {
const DEFAULT_AMBIENT: [f32; 3] = [1.; 3];
let mut layer = Self {
pass,
size,
queue,
resources,
instance: None,
ambient,
drawn_in_frame,
vertex_type: PhantomData,
};
// Bind default light and set default ambient
match V::VALUE.into_inner() {
Shader::Color => {
layer
.bind_light_handle(LightHandle::DEFAULT, shader::COLOR_SOURCES_GROUP)
.expect("bind default light");
layer.set_ambient_handle(DEFAULT_AMBIENT, shader::COLOR_AMBIENT_GROUP);
}
Shader::Textured => {
layer
.bind_light_handle(LightHandle::DEFAULT, shader::TEXTURED_SOURCES_GROUP)
.expect("bind default light");
layer.set_ambient_handle(DEFAULT_AMBIENT, shader::TEXTURED_AMBIENT_GROUP);
}
_ => {}
}
layer
}
/// Binds the [instance](crate::handles::InstanceHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given instance handler was deleted.
pub fn bind_instance(&mut self, handle: InstanceHandle) -> Result<(), Error> {
let instance = self.resources.instances.get(handle.0)?;
self.instance = Some(instance);
Ok(())
}
/// Draws the [mesh](crate::handles::MeshHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given mesh handler was deleted.
/// Returns [`Error::InstanceNotSet`] if no any [instance](InstanceHandle) is set.
/// Call [`bind_instance`](crate::Layer::bind_instance) to set an instance.
pub fn draw(&mut self, handle: MeshHandle<V, T>) -> Result<(), Error> {
self.draw_mesh(self.resources.meshes.get(handle.id())?)
}
fn draw_mesh(&mut self, mesh: &'l Mesh) -> Result<(), Error> {
use {crate::mesh::Type, wgpu::IndexFormat};
let instance = self.instance.ok_or(Error::InstanceNotSet)?;
self.pass
.set_vertex_buffer(shader::INSTANCE_BUFFER_SLOT, instance.buffer().slice(..));
self.pass
.set_vertex_buffer(shader::VERTEX_BUFFER_SLOT, mesh.vertex_buffer().slice(..));
match mesh.mesh_type() {
Type::Indexed {
index_buffer,
n_indices,
} => {
self.pass
.set_index_buffer(index_buffer.slice(..), IndexFormat::Uint16);
self.pass
.draw_indexed(0..*n_indices, 0, 0..instance.n_instances());
}
Type::Sequential { n_vertices } => {
self.pass.draw(0..*n_vertices, 0..instance.n_instances());
}
}
*self.drawn_in_frame = true;
Ok(())
}
fn bind_view_handle(&mut self, handle: ViewHandle, group: u32) -> Result<(), Error> {
let camera = self.resources.views.get(handle.0)?;
camera.resize(self.size, self.queue);
self.pass.set_bind_group(group, camera.bind_group(), &[]);
Ok(())
}
fn bind_texture_handle(&mut self, handle: TextureHandle, group: u32) -> Result<(), Error> {
let texture = self.resources.textures.get(handle.0)?;
self.pass.set_bind_group(group, texture.bind_group(), &[]);
Ok(())
}
fn bind_light_handle(&mut self, handle: LightHandle, group: u32) -> Result<(), Error> {
let light = self.resources.lights.get(handle.0)?;
self.pass.set_bind_group(group, light.bind_group(), &[]);
Ok(())
}
fn set_ambient_handle(&mut self, ambient: [f32; 3], group: u32) {
self.ambient.set_ambient(ambient, self.queue);
self.pass
.set_bind_group(group, self.ambient.bind_group(), &[]);
}
}
impl<T> Layer<'_, TextureVertex, T> {
/// Binds the [view](crate::handles::ViewHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given view handler was deleted.
pub fn bind_view(&mut self, handle: ViewHandle) -> Result<(), Error> {
self.bind_view_handle(handle, shader::TEXTURED_CAMERA_GROUP)
}
/// Binds the [texture](crate::handles::TextureHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given texture handler was deleted.
pub fn bind_texture(&mut self, handle: TextureHandle) -> Result<(), Error> {
self.bind_texture_handle(handle, shader::TEXTURED_TEXTURE_GROUP)
}
/// Binds the [light](crate::handles::LightHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given light handler was deleted.
pub fn bind_light(&mut self, handle: LightHandle) -> Result<(), Error> {
self.bind_light_handle(handle, shader::TEXTURED_SOURCES_GROUP)
}
/// Sets the ambient color.
pub fn set_ambient(&mut self, ambient: [f32; 3]) {
self.set_ambient_handle(ambient, shader::TEXTURED_AMBIENT_GROUP);
}
}
impl<T> Layer<'_, ColorVertex, T> {
/// Binds the [view](crate::handles::ViewHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given view handler was deleted.
pub fn bind_view(&mut self, handle: ViewHandle) -> Result<(), Error> {
self.bind_view_handle(handle, shader::COLOR_CAMERA_GROUP)
}
/// Binds the [light](crate::handles::LightHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given light handler was deleted.
pub fn bind_light(&mut self, handle: LightHandle) -> Result<(), Error> {
self.bind_light_handle(handle, shader::COLOR_SOURCES_GROUP)
}
/// Sets the ambient color.
pub fn set_ambient(&mut self, ambient: [f32; 3]) {
self.set_ambient_handle(ambient, shader::COLOR_AMBIENT_GROUP);
}
}
impl<T> Layer<'_, FlatVertex, T> {
/// Binds the [texture](crate::handles::TextureHandle).
///
/// # Errors
/// Returns [`Error::ResourceNotFound`] if given texture handler was deleted.
pub fn bind_texture(&mut self, handle: TextureHandle) -> Result<(), Error> {
self.bind_texture_handle(handle, shader::FLAT_TEXTURE_GROUP)
}
}
/// The layer builder. It creates a configured [`Layer`].
#[must_use]
pub struct Builder<'l, 'd, V, T> {
frame: &'l mut Frame<'d>,
pipeline: &'d Pipeline,
clear_color: Option<Linear<f64>>,
clear_depth: bool,
vertex_type: PhantomData<(V, T)>,
}
impl<'l, 'd, V, T> Builder<'l, 'd, V, T> {
pub(crate) fn new(frame: &'l mut Frame<'d>, pipeline: &'d Pipeline) -> Self {
Self {
frame,
pipeline,
clear_color: None,
clear_depth: false,
vertex_type: PhantomData,
}
}
/// Sets clear color for the layer.
///
/// It takes a color parameter, which must implement the [`IntoLinear`] trait.
///
/// Don't set this setting if you don't want to fill
/// the previous layer (or frame) with some color.
/// Or set to clear the current buffer if a layer is already drawn
/// into the frame by calling [`commit_in_frame`](crate::Frame::commit_in_frame).
///
/// # Example
/// ```
/// # use dunge::color::Srgba;
/// # struct Frame;
/// # impl Frame {
/// # fn texture_layer(self) -> Self { self }
/// # fn with_clear_color(self, _: Srgba<u8>) -> Self { self }
/// # fn start(self) {}
/// # }
/// # let frame = Frame;
/// let color = Srgba([20, 30, 40, 255]);
/// let mut layer = frame
/// .texture_layer()
/// .with_clear_color(color)
/// .start();
/// ```
///
/// To clear a layer with a transparent color, it is enough to pass `()` as a parameter.
///
/// # Example
/// ```
/// # struct Frame;
/// # impl Frame {
/// # fn texture_layer(self) -> Self { self }
/// # fn with_clear_color(self, _: ()) -> Self { self }
/// # fn start(self) {}
/// # }
/// # let frame = Frame;
/// let mut layer = frame
/// .texture_layer()
/// .with_clear_color(())
/// .start();
/// ```
pub fn with_clear_color<C>(self, color: C) -> Self
where
C: IntoLinear,
{
Self {
clear_color: Some(color.into_linear()),
..self
}
}
/// Sets the flag to clear the depth buffer or not for the layer.
pub fn with_clear_depth(self) -> Self {
Self {
clear_depth: true,
..self
}
}
/// Starts draw the layer.
pub fn start(self) -> Layer<'l, V, T>
where
V: Vertex,
{
self.frame
.start_layer(self.pipeline, self.clear_color, self.clear_depth)
}
}